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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef D3D11_RENDERER_MESH_H
#define D3D11_RENDERER_MESH_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D11)
#include <RendererMesh.h>
#include "D3D11Renderer.h"
namespace SampleRenderer
{
class D3D11RendererMaterial;
class D3D11RendererMesh : public RendererMesh
{
friend class D3D11Renderer;
public:
D3D11RendererMesh(D3D11Renderer& renderer, const RendererMeshDesc& desc);
virtual ~D3D11RendererMesh(void);
protected:
virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial* material) const;
virtual void renderVertices(PxU32 numVertices, RendererMaterial* material) const;
virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial* material) const;
virtual void renderVerticesInstanced(PxU32 numVertices, RendererMaterial* material) const;
D3D11RendererMesh& operator=(const D3D11RendererMesh&) { return *this; }
Renderer& renderer() { return m_renderer; }
private:
void bind(void) const;
void render(RendererMaterial* material) const;
void setTopology(const Primitive& primitive, bool bTessellationEnabled) const;
void setLayout(const RendererMaterial*, bool bInstanced) const;
void setSprites(bool bEnabled) const;
void setNumVerticesAndIndices(PxU32 numIndices, PxU32 numVertices);
ID3D11InputLayout* getInputLayoutForMaterial(const D3D11RendererMaterial*, bool bInstanced) const;
private:
class ScopedMeshRender;
friend class ScopedMeshRender;
typedef std::vector<D3D11_INPUT_ELEMENT_DESC> LayoutVector;
D3D11Renderer& m_renderer;
LayoutVector m_inputDescriptions;
LayoutVector m_instancedInputDescriptions;
PxU64 m_inputHash;
PxU64 m_instancedInputHash;
// This is merely for cleanup, and has no effect on externally visible state
mutable bool m_bPopStates;
std::string m_spriteShaderPath;
};
} // namespace SampleRenderer
#endif // #if defined(RENDERER_ENABLE_DIRECT3D11)
#endif
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